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Survey results 2013 by technologies for Electrical and Computer Engineering and Asia and Oceania. N=45 votes

Exploring the data by disciplines

Technologies Votes(%) Time to adoption(%) Challenges(%)
1 year or less2-3 Years4-5 Years Better understanding of new ways of interacting with studentsCreativity in designing learning experiencesDevelopment of better technology infrastructuresMaturity of the technologyMore funds to further development and implantationNew pedagogical methodologies that apply to the technology
3D printing2.22--100.00-100.00----
Augmented Reality for Learning----------
Cloud computing8.89-100.00---50.00--50.00
Digital accreditations (badges, free and paid digital diplomas)----------
E-books and digital libraries13.3333.3366.67-50.0016.67--33.33-
E-learning Platforms and Architectures17.7837.5050.0012.5025.00-12.5025.0012.5025.00
Games & Virtual Worlds to foster student's engagement and motivation4.4450.00-50.00-50.00-50.00--
Gesture-based computing----------
Interactive video lectures and video conferencing6.6733.3366.67-66.67--33.33--
Learning analytics and semantic web2.22-100.00------100.00
Learning Objects reusability and digital repositories2.22-100.00------100.00
Massive Open Online Courses8.89-50.0050.0075.0025.00----
Mobile and Ubiquitous Technologies for Learning (including Smartphones and iPad)6.6733.3333.3333.33100.00-----
Open Source, Open Standards, and Federated Systems2.22-100.00---100.00---
P2P online assessment----------
Remote labs6.6733.3366.67-33.3333.33---33.33
Simulators8.8975.0025.00-50.0025.0025.00---
Virtual labs6.6733.3366.67-100.00-----
Web 2.0 tools and social networks for learning (podcasting, wikis, blogs, microblogs, bookmarking, tagging, etc.)2.22100.00--100.00-----
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